Compositor: Add sampling methods for full frame

Current sampling methods have off by one issues on full frame:
- Bilinear sampling do not fully sample bottom and left image border,
 creating edges.
- Single elem buffers are not sampled at all when they should be
 at least on the borders to smooth edges.
- EWA filtering is partially implemented on `ReadBufferOperation`, it
 needs to be moved to `MemoryBuffer` on full frame.

In order to not affect tiled implementation, this commit creates
specific sampling methods for full frame needs.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D12164
This commit is contained in:
Manuel Castilla 2021-08-23 15:29:34 +02:00
parent 8f4730e66f
commit a95e56b741
2 changed files with 130 additions and 3 deletions

View File

@ -405,12 +405,48 @@ void MemoryBuffer::addPixel(int x, int y, const float color[4])
}
}
static void read_ewa_elem(void *userdata, int x, int y, float result[4])
{
const MemoryBuffer *buffer = static_cast<const MemoryBuffer *>(userdata);
buffer->read_elem_checked(x, y, result);
}
void MemoryBuffer::read_elem_filtered(
const float x, const float y, float dx[2], float dy[2], float *out) const
{
BLI_assert(this->m_datatype == DataType::Color);
const float deriv[2][2] = {{dx[0], dx[1]}, {dy[0], dy[1]}};
float inv_width = 1.0f / (float)this->getWidth(), inv_height = 1.0f / (float)this->getHeight();
/* TODO(sergey): Render pipeline uses normalized coordinates and derivatives,
* but compositor uses pixel space. For now let's just divide the values and
* switch compositor to normalized space for EWA later.
*/
float uv_normal[2] = {get_relative_x(x) * inv_width, get_relative_y(y) * inv_height};
float du_normal[2] = {deriv[0][0] * inv_width, deriv[0][1] * inv_height};
float dv_normal[2] = {deriv[1][0] * inv_width, deriv[1][1] * inv_height};
BLI_ewa_filter(this->getWidth(),
this->getHeight(),
false,
true,
uv_normal,
du_normal,
dv_normal,
read_ewa_elem,
const_cast<MemoryBuffer *>(this),
out);
}
/* TODO(manzanilla): to be removed with tiled implementation. */
static void read_ewa_pixel_sampled(void *userdata, int x, int y, float result[4])
{
MemoryBuffer *buffer = (MemoryBuffer *)userdata;
buffer->read(result, x, y);
}
/* TODO(manzanilla): to be removed with tiled implementation. */
void MemoryBuffer::readEWA(float *result, const float uv[2], const float derivatives[2][2])
{
if (m_is_a_single_elem) {

View File

@ -191,23 +191,96 @@ class MemoryBuffer {
void read_elem(int x, int y, float *out) const
{
memcpy(out, get_elem(x, y), m_num_channels * sizeof(float));
memcpy(out, get_elem(x, y), get_elem_bytes_len());
}
void read_elem_checked(int x, int y, float *out) const
{
if (x < m_rect.xmin || x >= m_rect.xmax || y < m_rect.ymin || y >= m_rect.ymax) {
clear_elem(out);
}
else {
read_elem(x, y, out);
}
}
void read_elem_checked(float x, float y, float *out) const
{
if (x < m_rect.xmin || x >= m_rect.xmax || y < m_rect.ymin || y >= m_rect.ymax) {
clear_elem(out);
}
else {
read_elem(x, y, out);
}
}
void read_elem_bilinear(float x, float y, float *out) const
{
/* Only clear past +/-1 borders to be able to smooth edges. */
if (x <= m_rect.xmin - 1.0f || x >= m_rect.xmax || y <= m_rect.ymin - 1.0f ||
y >= m_rect.ymax) {
clear_elem(out);
return;
}
if (m_is_a_single_elem) {
if (x >= m_rect.xmin && x < m_rect.xmax - 1.0f && y >= m_rect.ymin &&
y < m_rect.ymax - 1.0f) {
memcpy(out, m_buffer, get_elem_bytes_len());
return;
}
/* Do sampling at borders to smooth edges. */
const float last_x = getWidth() - 1.0f;
const float rel_x = get_relative_x(x);
float single_x = 0.0f;
if (rel_x < 0.0f) {
single_x = rel_x;
}
else if (rel_x > last_x) {
single_x = rel_x - last_x;
}
const float last_y = getHeight() - 1.0f;
const float rel_y = get_relative_y(y);
float single_y = 0.0f;
if (rel_y < 0.0f) {
single_y = rel_y;
}
else if (rel_y > last_y) {
single_y = rel_y - last_y;
}
BLI_bilinear_interpolation_fl(m_buffer, out, 1, 1, m_num_channels, single_x, single_y);
return;
}
BLI_bilinear_interpolation_fl(m_buffer,
out,
getWidth(),
getHeight(),
m_num_channels,
get_relative_x(x),
get_relative_y(y));
}
void read_elem_sampled(float x, float y, PixelSampler sampler, float *out) const
{
switch (sampler) {
case PixelSampler::Nearest:
this->read_elem(x, y, out);
read_elem_checked(x, y, out);
break;
case PixelSampler::Bilinear:
case PixelSampler::Bicubic:
/* No bicubic. Current implementation produces fuzzy results. */
this->readBilinear(out, x, y);
read_elem_bilinear(x, y, out);
break;
}
}
void read_elem_filtered(
const float x, const float y, float dx[2], float dy[2], float *out) const;
/**
* Get channel value at given coordinates.
*/
@ -403,6 +476,8 @@ class MemoryBuffer {
y = y + m_rect.ymin;
}
/* TODO(manzanilla): to be removed with tiled implementation. For applying #MemoryBufferExtend
* use #wrap_pixel. */
inline void read(float *result,
int x,
int y,
@ -425,6 +500,7 @@ class MemoryBuffer {
}
}
/* TODO(manzanilla): to be removed with tiled implementation. */
inline void readNoCheck(float *result,
int x,
int y,
@ -582,6 +658,21 @@ class MemoryBuffer {
return get_memory_width() * get_memory_height();
}
void clear_elem(float *out) const
{
memset(out, 0, this->m_num_channels * sizeof(float));
}
template<typename T> T get_relative_x(T x) const
{
return x - m_rect.xmin;
}
template<typename T> T get_relative_y(T y) const
{
return y - m_rect.ymin;
}
void copy_single_elem_from(const MemoryBuffer *src,
int channel_offset,
int elem_size,